📄 skillobjectattachunit_defence.cpp
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// SkillObjectAttachUnit_Defence.cpp: implementation of the CSkillObjectAttachUnit_DefenceUp class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "SkillObjectAttachUnit_Defence.h"
#ifdef _MHCLIENT_
#include "StatusIconDlg.h"
#endif
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
// Up
//////////////////////////////////////////////////////////////////////////
CSkillObjectAttachUnit_DefenceUp::CSkillObjectAttachUnit_DefenceUp()
{
m_Flag = STATUS_FLAG_DEFENCE;
}
CSkillObjectAttachUnit_DefenceUp::~CSkillObjectAttachUnit_DefenceUp()
{
}
void CSkillObjectAttachUnit_DefenceUp::Init(CSkillInfo* pSkillInfo,WORD SkillLevel)
{
m_Attrib = pSkillInfo->GetAttrib();
m_AttDefenceUp = pSkillInfo->GetUpAttDefense(SkillLevel);
m_PhyDefenceUp = pSkillInfo->GetUpPhyDefense(SkillLevel);
//瘤加瓤苞钎矫
if(m_AttDefenceUp == 1)
{
/*
阂魔瘤眉
maintain_Sresist01_S.beff 拳加己 阂魔瘤眉
maintain_Sresist02_S.beff 荐加己 阂魔瘤眉
maintain_Sresist03_S.beff 格加己 阂魔瘤眉
maintain_Sresist04_S.beff 陛加己 阂魔瘤眉
maintain_Sresist05_S.beff 配加己 阂魔瘤眉
*/
ySWITCH(m_Attrib)
yCASE(ATTR_FIRE) m_AttachEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
m_StateIconNum[0] = eStatusIcon_AttrDefenceFire;
yCASE(ATTR_WATER) m_AttachEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
m_StateIconNum[0] = eStatusIcon_AttrDefenceWater;
yCASE(ATTR_TREE) m_AttachEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
m_StateIconNum[0] = eStatusIcon_AttrDefenceTree;
yCASE(ATTR_IRON) m_AttachEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
m_StateIconNum[0] = eStatusIcon_AttrDefenceIron;
yCASE(ATTR_EARTH) m_AttachEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
m_StateIconNum[0] = eStatusIcon_AttrDefenceEarth;
yENDSWITCH
}
else if(m_AttDefenceUp > 0)
{
/*
历亲仿 惑铰
maintain_resist01_S.beff 拳加己 历亲仿 惑铰
maintain_resist02_S.beff 荐加己 历亲仿 惑铰
maintain_resist03_S.beff 格加己 历亲仿 惑铰
maintain_resist04_S.beff 陛加己 历亲仿 惑铰
maintain_resist05_S.beff 配加己 历亲仿 惑铰
maintain_resist06_S.beff 公加己 历亲仿 惑铰
*/
ySWITCH(m_Attrib)
yCASE(ATTR_FIRE) m_AttachEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
m_StateIconNum[0] = eStatusIcon_AttrDefenceFire;
yCASE(ATTR_WATER) m_AttachEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
m_StateIconNum[0] = eStatusIcon_AttrDefenceWater;
yCASE(ATTR_TREE) m_AttachEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
m_StateIconNum[0] = eStatusIcon_AttrDefenceTree;
yCASE(ATTR_IRON) m_AttachEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
m_StateIconNum[0] = eStatusIcon_AttrDefenceIron;
yCASE(ATTR_EARTH) m_AttachEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
m_StateIconNum[0] = eStatusIcon_AttrDefenceEarth;
yCASE(ATTR_NOATTR) m_AttachEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
//m_StateIconNum[0] = eStatusIcon_AttrDefenceEarth;
yENDSWITCH
}
if(m_PhyDefenceUp > 0)
{
//maintain_defup_S.beff 规绢仿 惑铰
m_AttachEffectNum[1] = FindEffectNum("maintain_defup_S.beff");
m_StateIconNum[1] = eStatusIcon_PhyDefenceUp;
}
}
void CSkillObjectAttachUnit_DefenceUp::GetAttDefense(WORD Attrib,float Original,float& CalcedUp,float& CalcedDown)
{
if(m_Attrib != ATTR_ALLATTR && m_Attrib != Attrib)
return;
if(CalcedUp < m_AttDefenceUp)
CalcedUp = m_AttDefenceUp;
}
void CSkillObjectAttachUnit_DefenceUp::GetPhyDefense(DWORD Original,DWORD& CalcedUp,DWORD& CalcedDown)
{
if(CalcedUp < m_PhyDefenceUp*Original)
CalcedUp = (DWORD)(m_PhyDefenceUp*Original);
}
//////////////////////////////////////////////////////////////////////////
// Down
//////////////////////////////////////////////////////////////////////////
CSkillObjectAttachUnit_DefenceDown::CSkillObjectAttachUnit_DefenceDown()
{
m_Flag = STATUS_FLAG_DEFENCE;
}
CSkillObjectAttachUnit_DefenceDown::~CSkillObjectAttachUnit_DefenceDown()
{
}
void CSkillObjectAttachUnit_DefenceDown::Init(CSkillInfo* pSkillInfo,WORD SkillLevel)
{
m_Attrib = pSkillInfo->GetAttrib();
m_AttDefenceDown = pSkillInfo->GetDownAttDefense(SkillLevel);
m_PhyDefenceDown = pSkillInfo->GetDownPhyDefense(SkillLevel);
//瘤加瓤苞钎矫
/*
if(m_AttDefenceDown == 1)
{
ySWITCH(m_Attrib)
yCASE(ATTR_FIRE) m_AttachEffectNum[0] = FindEffectNum("maintain_Sresist01_s.beff");
m_StateIconNum[0] = eStatusIcon_AttrDefenceFire;
yCASE(ATTR_WATER) m_AttachEffectNum[0] = FindEffectNum("maintain_Sresist02_s.beff");
m_StateIconNum[0] = eStatusIcon_AttrDefenceWater;
yCASE(ATTR_TREE) m_AttachEffectNum[0] = FindEffectNum("maintain_Sresist03_s.beff");
m_StateIconNum[0] = eStatusIcon_AttrDefenceTree;
yCASE(ATTR_IRON) m_AttachEffectNum[0] = FindEffectNum("maintain_Sresist04_s.beff");
m_StateIconNum[0] = eStatusIcon_AttrDefenceIron;
yCASE(ATTR_EARTH) m_AttachEffectNum[0] = FindEffectNum("maintain_Sresist05_s.beff");
m_StateIconNum[0] = eStatusIcon_AttrDefenceEarth;
yENDSWITCH
}
else if(m_AttDefenceDown > 0)
{
ySWITCH(m_Attrib)
yCASE(ATTR_FIRE) m_AttachEffectNum[0] = FindEffectNum("maintain_resist01_s.beff");
m_StateIconNum[0] = eStatusIcon_AttrDefenceFire;
yCASE(ATTR_WATER) m_AttachEffectNum[0] = FindEffectNum("maintain_resist02_s.beff");
m_StateIconNum[0] = eStatusIcon_AttrDefenceWater;
yCASE(ATTR_TREE) m_AttachEffectNum[0] = FindEffectNum("maintain_resist03_s.beff");
m_StateIconNum[0] = eStatusIcon_AttrDefenceTree;
yCASE(ATTR_IRON) m_AttachEffectNum[0] = FindEffectNum("maintain_resist04_s.beff");
m_StateIconNum[0] = eStatusIcon_AttrDefenceIron;
yCASE(ATTR_EARTH) m_AttachEffectNum[0] = FindEffectNum("maintain_resist05_s.beff");
m_StateIconNum[0] = eStatusIcon_AttrDefenceEarth;
yENDSWITCH
}
*/
if(m_PhyDefenceDown > 0)
{
m_AttachEffectNum[1] = FindEffectNum("maintain_defdown_s.beff");
m_StateIconNum[1] = eStatusIcon_PhyDefenseDown;
}
}
void CSkillObjectAttachUnit_DefenceDown::GetAttDefense(WORD Attrib,float Original,float& CalcedUp,float& CalcedDown)
{
if(m_Attrib != ATTR_ALLATTR && m_Attrib != Attrib)
return;
if(CalcedDown < m_AttDefenceDown)
CalcedDown = m_AttDefenceDown;
}
void CSkillObjectAttachUnit_DefenceDown::GetPhyDefense(DWORD Original,DWORD& CalcedUp,DWORD& CalcedDown)
{
if(CalcedDown < m_PhyDefenceDown*Original)
CalcedDown = (DWORD)(m_PhyDefenceDown*Original);
}
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